<Input>
Cube.blend
</Input>
<Output>
Cube.alo
</Output>
<!-- enumeration of submeshes to pack into the .alo -->
<Submesh>
<!-- the name of your mesh in your input file -->
<Mesh>Torus</Mesh>
<!-- shader for this submesh (vertex format must match the shader's specified format) -->
<Shader>pbr_mesh_standard.fx</Shader>
<VertexFormat>alD3dVertNU2U3U3U2C</VertexFormat>
<!-- -->
<ShaderParam name="UVOffset" type="float3">
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</ShaderParam>
<ShaderParam name="Diffuse" type="float4">
<x>1.0</x>
<y>1.0</y>
<z>1.0</z>
<w>1.0</w>
</ShaderParam>
<ShaderParam name="Specular" type="float4">
<x>1.0</x>
<y>1.0</y>
<z>1.0</z>
<w>1.0</w>
</ShaderParam>
<ShaderParam name="RoughnessScale" type="float">
1.0
</ShaderParam>
<ShaderParam name="LightingIntensity" type="float">
1.0
</ShaderParam>
<ShaderParam name="NormalTexture" type="texture">
00_bump_flat.tga
</ShaderParam>
<ShaderParam name="BaseTexture" type="texture">
00_game.tga
</ShaderParam>
<ShaderParam name="MRATexture" type="texture">
00_mra.tga
</ShaderParam>
</Submesh>
<!-- another submesh, pack multiple into one .alo
(support many shaders in one model) -->
<Submesh>
<Mesh>Cube</Mesh>
<Shader>pbr_mesh_standard.fx</Shader>
<VertexFormat>alD3dVertNU2U3U3U2C</VertexFormat>
<ShaderParam name="UVOffset" type="float3">
<x>0.0</x>
<y>0.0</y>
<z>0.0</z>
</ShaderParam>
<ShaderParam name="Diffuse" type="float4">
<x>1.0</x>
<y>1.0</y>
<z>1.0</z>
<w>1.0</w>
</ShaderParam>
<ShaderParam name="Specular" type="float4">
<x>1.0</x>
<y>1.0</y>
<z>1.0</z>
<w>1.0</w>
</ShaderParam>
<ShaderParam name="RoughnessScale" type="float">
1.0
</ShaderParam>
<ShaderParam name="LightingIntensity" type="float">
1.0
</ShaderParam>
<ShaderParam name="NormalTexture" type="texture">
00_bump_flat.tga
</ShaderParam>
<ShaderParam name="BaseTexture" type="texture">
00_game.tga
</ShaderParam>
<ShaderParam name="MRATexture" type="texture">
00_mra.tga
</ShaderParam>
</Submesh>